This week in The Crucible, we are looking at a pair of feats designed by Mario Podeschi to add a some cool, and potentially creepy, options to your game.

If you enjoy playing in a game that leans towards psychological thriller in terms of theme, or just enjoy the option of having a character display a talent for Psychology, the Psychologist and Vile Psychologist feats add a bit of therapy to your game.

Weather you character focuses on healing the mind, or breaking it, these feats will give you an edge.

So take them to your table and let us know what you think by commenting below or emailing us at imperiumscs@gmail.com!

Psychologist

You are trained in the art of medical listening and can help people recover from their innermost horrors.

Prerequisite:

Sense Motive (1 rank)

Benefit:

Once per patient per day, you can spend 1 hour to succeed on a DC 15 Sense motive check to restore 1d4 points of mental ability damage (wisdom, intelligence, or charisma) to target. The target is staggered for 1 hour, then shaken for 1 hour.

Psychologist, Vile

You can destroy a person’s psyche with the most powerful tool of all: understanding.

Prerequisite:

Psychologist, Sense Motive (5 ranks)

Benefit:

Once per patient per day, you can use the Psychology ability to inflict mental ability damage to a willing or helpless creature rather than cure it. If you lower the patient’s Charisma to 0, you can also choose to implant or remove a memory. Memory removal can only be attempted once on any given creature unless in combination with a powerful magical effect (such as a limited wish).

Strength of Memory/Sense Motive DC/Example

Minor/15/Forget a face or name that the patient has encountered once; convince the patient that he has met the queen

Average/20/Forget the location of a nearby town; convince the patient that he has spoken with the queen

Significant/25/Forget a past relationship; convince the patient that he was friends with the queen

Major/30/Forget mother’s name; convince the patient that he had an affair with the queen

Extreme/35/Forget own name; convince the patient that he is the queen

A person aware of the false memory can attempt a Sense Motive check equal to the original DC to cure your false impression.

This week's Crucible takes a look at a new demon to be introduced in the upcoming Dark Words and Dark Sails installment of the Plight of the Tuatha adventure path.

Demons can take on many different roles in a game. They can be sources of corruption, fear, destruction.... most any negative adjective can be used as a source of inspiration for a demons theme. This is a common starting point for demon creation in many of my games. Pick a theme, and the stats sometimes fall right out.

The Oathbreaker Demon is a good example. The theme of "Treachery" was chosen as the guiding influence. This theme provided much grist for the creative mill. After choosing the general guiding theme, the next step was to close in on specific acts of treachery; in this case acting against one's allies on the battlefield.

The result is quite devious.

The Oathbreaker Demon radiates its faults into nearby mortals. Weak-willed heroes set upon by such a creature may find themselves guided towards the same actions that damned the demon to an existence of torment. A theme that, once introduced, may follow a PC for some time in your story.

We at Mór Games would love to hear what you think of this corrupting and vile addition to the ranks of demons. Please email us at imperiumscs@gmail.com or leave a comment below. We always look forward to hearing from you; your thoughts help us create better creatures for the Imperiums Campaign Setting.

Demon, Oathbreaker CR 5

Pale rubbery skin hangs loosely on the humanoid frame of this tortured spirit. The skins thickness gives the figure a bulbous appearance which wobbles grotesquely as the creature staggers forward.

Aura of Treachery (Su): Any target must make a successful Will Save each round they are in the aura or they are unable to provide any aid to their allies for the round. Aid includes healing of any kind, providing bonuses from flanking or aid another, providing equipment to their ally, or other such helpful actions. Targets may still choose targets they wish to attack without hindrance and they may also aid themselves. Targets will not attack their allies while under this influence, the will merely not provide aid.

Gaze of Regret (Su): The gaze of the Oathbreaker Demon evokes a profound sense of regret in its target. This gaze attack has a range of 30 feet and causes its target to make an attack at their highest attack bonus upon an ally this turn or take 2d10 points of damage plus 1d2 points of Wisdom damage. If the target succeeds on a DC 15 Will save they can choose to make the attack or take 1d6 damage and no wisdom damage.

Loosen Armor (Ex): After a successful slam attack, an Oathbreaker Demon will grab onto its target's armor and jerk viciously snapping straps and loosening the pieces of armor. The target of the successful bash must succeed on a DC 12 Reflex save or reduce their armor bonus by -1. Target can be affected by this ability multiple times until their armor bonus is reduced by +1. The armor is not permanently damaged but the target will then need to spend time donning their armor again to regain their normal armor bonus.

An Oathbreaker Demon is a grotesque that few should wish to behold. The thick dead skin upon the punished’s frame appear as though the body has begun decomposing in a watery grave. Tulhesa’s blood still sloshes within this spirits body and is easily heard when the creature moves. Oftentimes even the slightest puncture of the skin will allow gallons of the foul liquid to pour out onto the ground beneath.Interactions: An Oathbreaker Demon is the spiritual remains of one sent to the plane of Tulhesa as punishment for their treacherous ways. Their torment has reduced most to insanity, begging for the help of any who could end their suffering. They will promise and claim anything to anyone if given the chance to escape or offer of aid. Their nature will reveal itself most quickly however and the Oathbreaker Demon will take the first chance to betray every oath though it would mean their destruction.

This week in the Crucible we present an NPC for perusal. The Imperiums Campaign Setting is set in a land on the verge of massive war, and the soldiers of the Avitian Legions comprise one of the most powerful military forces seen on Aeliode. A military of such scale is comprised of many types of people, least of which is the Triarius.

The Triarius (plural: Triarii), are unique due to their long-time role in the Avitian legions. While this NPC is one of the most honored among the Avitian ranks, they are still a warrior class with no levels in fighter. Indeed, due to their age, their CR is even lower than their standard class levels would suggest. While many soldiers are in their prime, a feature of the Imperiums Campaign Setting is that not every enemy needs to be. And the Triarius is a great example of this.I hope you enjoy this NPC and look forward to more of your comments. Feel free to comment below or continue to email us your thoughts at imperiumscs@gmail.com.

Note: Because the penalties of old age are a significant handicap for melee combatants, this NPC has a -1 CR adjustment.

Note: Because he lacks standard NPC wealth for his level, this NPC has a -1 CR adjustment.

Triarius (CR 6)

XP 2,400

Warrior 10

N Medium humanoid (human) (old)

Init -1; Senses Perception +1

DEFENSE

AC 19 [21], touch 11, flat-footed 18 (+8 armor, +2 shield, -1 dex)

HP 45 (10d8)

Fort +6, Ref +2, Will +6

OFFENSE

Speed 20 ft.

Melee Shortsword +13/+8 (1d6+2/17-20)

TACTICS

During Combat Triarii advance in tight formation to meet threats. They retreat if ordered but will otherwise fight to the death.

Triarii are the most seasoned soldiers in a standard Avitian army, promoted from the ranks of the hastati. They are wealthy, older men who make up the third line of a typical Avitian formation. Though diminished physically by their advancing years, their experience and discipline makes them a force to be reckoned with. In most battles, the triarii do not even see combat, but when it “comes down to the trarii,” the battle is known as close. Triarii are sometimes deployed against unique threats, as their iron will makes them the only troop that can reliably face the outsiders and dragons that sometimes appear among the enemies of the empire.

Triarii cannot be trained--they appear naturally from the ranks of the principe and are recruited by their peers. In times of peace, they live almost as nobles do on their handsome stipend of 10 gp/day. In times of war, they are entitled to a share of the spoils regardless of whether or not they participated in the battle, so triarii are always eager to march out with the rest of the troops.

Unlike other soldiers, triarii may retire with full honors whenever they wish. Fromer triarii can be found as senators, tribunes, advisors, bodyguards, or merchants. Hiring a triarii usually requires a 500 gp bribe, a DC 20 Diplomacy check, and 10 gp/day.

This week in the Crucible I thought you might like to playtest an Emergence that is being worked on.

For those of you who have not heard of Emergences, these are unique features of the Imperiums Campaign Setting. They are mechanical rewards that PCs can apply to their characters by interacting with the setting or making roleplaying choices. More can be seen about this mechanic in the Campaign Guide: Plight of the Tuatha.

Suggested uses in games

This Emergence is an optional effect granted to a Edux Demon. Should a PC wish, they may allow an Edux demon to co-habitate their body instead of combating it. Once the Edux demon has gained entrance, the will occasionally seek to take over the PCs body for a single day to complete their own plans they have for the mortal realm. Of course they are willing to pay the PC a price of information or valuables for the use of the body.

After a player has given a day to the possessing demon, the GM can take advantage of the circumstances to add another layer to the PCs environment. NPCs the PCs do not know may greet them as though they are good friends. Messengers may deliver strange and seemingly worthless items from mysterious senders. The PC might notice that while the amount of coin they have remains the same, the types of coin have changed as though large sums of their money has been spent and then replaced. Many opportunities may present themselves, including side quests should the GM feel up to it.

Trespasser Possession

Once per week, those with this emergence may allow the spirit of and Edux Demon residing alongside their own soul to take control of their body for one day. During this time the spirit will either find the answer to one question as per the Commune spell or acquire a piece of mundane equipment worth 500 gp or less. It is not known how the spirit acquired the information or equipment during the possession, but all who meet the emergence holder senses something untrustworthy. For the next month, all who meeting the emergence holder start off with a starting attitude one degree more hostile towards the PC.

Loss Condition: Wear a chain with a locked padlock attached as a necklace for one month (new moon to next new moon).

This weeks creature for your comment and playtest is Echidna. This beast has an interesting poison to give its prey something to worry about. Please leave your notes below!

Lamiae, Echidna (Form 1) CR8

A massive anguine body covered with grey and black mottled scales wind in swirling heap beneath a bare feminine torso. In her arms lies a small monstrosity upon which she gazes as a mockery of motherly love.

This poison slowly transforms its target into a monstrous creature. With each point of damage the target becomes more monstrous looking. They gain fur, scales, or feathers, in patches, while other superficial changes also effect various body parts (such as fingers growing together or joints reversing). Transformation need to be symmetrical or follow any theme. If the poison damage is restored before reducing the target to 0 Cha, the transformation also is healed. Once the target reaches 0 Cha, only a Miracle or Wish will restore the targets form.

Constrict (Ex): An echidna lamiae can crush an opponent with its snake like lower body, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).

Constricting Frenzy (Ex): When constricting a target with its lower half, the echidna lamiae torso may still make a full attack with its bite and claws. The attack is in addition to the echidna’s check to maintain their grapple and may target an opponent other than the one in which it is grappling.

The Echidna is a twisted mockery of motherhood; her scales rasp a quiet lullaby as they scrape against one another and the stone beneath her, and her voice just crossing the line from maternal to patronizing. Her human torso closely resembles the Mother icons common among midwives from the Locrian kingdom, though this image rests uncomfortably upon her frame.

As a whole Echidna appears to be on the edge becoming lost in rage. Her glance is both loving and condescending, her smile is a shifting blend of comfort and consumption. And her caress, one quick movement away from strangulation.

Heat and dehydration have tanned this humanoid’s skin into a thick reddish leather which still smells of the palm wine, cinnamon, and honey from its burial ritual. The body jerks forward in spasms, moving its arms and legs in angles impossible for a living creature. It suddenly stops and open it mouth to release a cloud of iridescent beetles.

Scarab Swarm (Ex) – A swarm of scarab beetles crawl out of the mummy’s body and swarm around in a buzzing cloud. All creatures within the aura (except for another scarab mummy or a non-living creature) take 1d6 damage plus distraction per round.

Distraction (Ex) - A creature damaged by the scarab mummy’s Scarab Swarm. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a DC 15 Fortitude save negates the effect.

Scarabs from this mummies swarm have burrowed under the skin of those they attack. The beetles’ presence causes its host to see death written upon the faces of all. For as long as they are infested, the host see all living creatures in the state of death or decay. While these visions may be helpful in determining the health of those looked at, seeing the world in such a constant state of decay can drive the all but the strongest mad.

In some, becoming a scarab mummy is a great honor granted to the most faithful. To others, the rite is but another requirement of their servitude to their lord. In any case this precursor to contemporary mummification is a ritual respected by those who value or hold to the old Rigian gods.

The mummified remains tend to be decorated with gold jewelry and white linen shendyt. Their garments contrasting their dehydrated skin with its reddish lacquered appearance. Though the process of mummification is less refined than later processes, the body and facial features remain hauntingly intact. Contrary to other methods tried over the centuries, looking at the hardened face of a scarab mummy has been compared to looking at the feature of a well carved marble statue. All of this comes as at a price, however, and only the most wealthy temples could afford performing such a ritual.

You gain proficiency with longswords and begin play with a masterwork steel longsword. If the weapon is lost, abandoned, or destroyed, it reappears in your hand the next time you awake. When you die, your sentience enters the weapon, which gains your mental statistics and skill ranks. The weapon gains a +1 enhancement bonus, +1 for every five HD you have (+2 at 5 HD, +3 at 10 HD, +4 at 15 HD, and +5 at 20 HD). The weapon retains any enchantments which have already been placed upon it. Your weapon-self has normal senses and empathy. You cannot become undead, and you cannot be resurrected except by a True Resurrection, Miracle, or Wish.

Stories are told in the dark corners of inns by traveling merchants about these scales. Rumor has it than an Avitian wine merchant seeking to cheat his customers made a deal with an evil spirit for the scales. She became a wealthy merchant, though, eventually, she brought ruin to most of the wine trade for decades after. Others tell the tale of a great Rigian architect who was known for making miniature models of his works before building his full-size counterparts. It is said that his genius was absorbed by the scales he used to aid in his translation from models to reality. Either, perhaps even both of these tales may be true…

This set of bronze merchant scales is 8 inches tall and etched with spiral patterns upon its base.

Aura moderate transmutation; CL 6th;

Slot none; Price 6,000 gp; Weight 7 lbs.

Statistics: When the item’s user presses one of the scale’s two plates down with their thumb, they can increase or decrease the weight of a targeted creature or object within 60 feet. The target creature or object must fit within a 10 foot cube.

Upon activation, the scales use one charge to increase or decrease the weight of the target creature or object up to 100 pounds (minimum weight of 0 pounds) for a duration of up to one minute. Additional charges may be spent to either increase or decrease weight by an additional 100 pounds or have the effect last an additional minute per charge. The user must decide how many charges are expended as well as how they are spent (additional weight change or additional duration) upon activation of the scales. The scales have six charges per day. Once all charges are expended, they scales act as ordinary scales for the remainder of the day

If the target item is being held or worn, the object’s bearer can resist with a DC 13 Will save. Targeted creatures can also resist the effect with the same Will save. If the user of the scales demonstrates the ability to subtly manipulate the device during its activation (a DC 20 Sleight of Hand check), the magic of the scales is intensified and the Will save increases to DC 15.

Activating the scales is a swift action. The bearer must spend a swift action each round to hold the plate down and maintain the effect. The effect immediately ends if any action causes the user to stop pressing on the plate (such as knocking the scales away from the user or making them incapable of spending the swift action).

Here you will find the latest creatures, classes, magic items, feats, and other mechanics the are currently being designed at Mór Games. Come back every week to find something new to playtest. After you put it through its paces at your table, email us at imperiumscs@gmail.comto let us know your thoughts! We welcome your feedback and look forward to using it to help bring the best material into upcoming products.

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